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ce873108aa
* Drop EventManager from GameDef & do some client cleanups * EventManager is only used by Client. Don't expose it on Server & GameDef for nothing * Drop Client::event() in favor of direct calls to getEventManager * Cleanup some event put from new + put to put(new) * MtEvent: add Type(u8) enum * This will enhance event performance & ensure stricter type * Drop MtEvent::checkIs (unused) * clang-tidy reported fixes * Code style * Move event_manager.h to the client directory as it's only used by client Add EventManager unittests + switch to unordered_map as order is not important here Drop a unused function
83 lines
2.7 KiB
C++
83 lines
2.7 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include <string>
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#include <vector>
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#include "irrlichttypes.h"
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class IItemDefManager;
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class NodeDefManager;
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class ICraftDefManager;
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class ITextureSource;
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class IShaderSource;
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class IRollbackManager;
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class EmergeManager;
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class Camera;
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class ModChannel;
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class ModMetadata;
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namespace irr { namespace scene {
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class IAnimatedMesh;
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class ISceneManager;
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}}
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struct ModSpec;
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/*
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An interface for fetching game-global definitions like tool and
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mapnode properties
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*/
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class IGameDef
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{
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public:
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// These are thread-safe IF they are not edited while running threads.
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// Thus, first they are set up and then they are only read.
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virtual IItemDefManager* getItemDefManager()=0;
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virtual const NodeDefManager* getNodeDefManager()=0;
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virtual ICraftDefManager* getCraftDefManager()=0;
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// Used for keeping track of names/ids of unknown nodes
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virtual u16 allocateUnknownNodeId(const std::string &name)=0;
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// Only usable on the server, and NOT thread-safe. It is usable from the
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// environment thread.
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virtual IRollbackManager* getRollbackManager() { return NULL; }
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// Shorthands
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IItemDefManager *idef() { return getItemDefManager(); }
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const NodeDefManager *ndef() { return getNodeDefManager(); }
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ICraftDefManager *cdef() { return getCraftDefManager(); }
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IRollbackManager *rollback() { return getRollbackManager(); }
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virtual const std::vector<ModSpec> &getMods() const = 0;
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virtual const ModSpec* getModSpec(const std::string &modname) const = 0;
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virtual std::string getWorldPath() const { return ""; }
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virtual std::string getModStoragePath() const = 0;
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virtual bool registerModStorage(ModMetadata *storage) = 0;
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virtual void unregisterModStorage(const std::string &name) = 0;
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virtual bool joinModChannel(const std::string &channel) = 0;
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virtual bool leaveModChannel(const std::string &channel) = 0;
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virtual bool sendModChannelMessage(const std::string &channel,
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const std::string &message) = 0;
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virtual ModChannel *getModChannel(const std::string &channel) = 0;
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};
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